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Kccitystar

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  1. Un-archived the thread as there is revived interest in the project. Play ball!
  2. It's likely that the licensing agreements are region-specific between Konami, the NPB and the individual teams. Another thing to consider is that expanding the distribution of these games internationally would require Konami to renegotiate or extend their existing licenses to include additional regions. That process can be complex and costly, as it involves securing approvals from various stakeholders. One thing I also realize from following the NPB on and off is that certain teams or leagues might have reservations about releasing their likenesses or branding outside Japan, since they wouldn't have as much control over their brand and there might be differences in market dynamics. For instance, the Central League (CL) teams within NPB are particularly Japan-centric and may not prioritize international engagement, which could influence their stance on global licensing. Unlike the MLB, the NPB teams are owned by companies, so the baseball team is a significant part of their corporate brand and public relations strategy. It's really just a mixed variety of factors (financial, technical and cultural) that keep the game in Japan and southeast asian markets rather than Konami straight up refusing. Now, convincing Konami to leverage their eBaseball Engine (It's basically Unreal Engine 5 with optimizations related to baseball specific things) for companies to license or even use is a different conversation
  3. I'll tell you why Boone is unlikely to be fired every postseason exit, and this is just my hot take: Aaron Boone is just following the organizational philosophy to the letter. The org/analytics team have their processes, their "lanes", and their "systems". The problem and flaw with this philosophy is that these things are way too rigid for baseball, and the organization has shown time and time again that they are not willing to adapt to real-time variables, or as people say, the intangibles. The Yankees’ system is designed to minimize the impact of human intuition and natural player instincts in favor of a process that can be consistently defended by numbers that you can repeat and get the same result every time. The problem is that refusal to account for these real-time variables means that the team is frequently blindsided when situations do not unfold as projected by the data. If you view team decisions and situations through a "process" lens, you can become just as detached from reality as Cashman. The entire view of the organization is that as long as that game decision that you made was driven by the analytics and data that you had, or that we (as the organization) gave you, then the outcome is just the outcome, and not just the result of a "mistake" that you made. It's easier to defend failures as "bad luck" or "outliers", rather than as signals that the process that got you to that result might need a significant overhaul. It's how EVERYONE avoids accountability up and down the organization. Throughout the years seeing the Boone-era Yanks play, my newfound understanding of how heavy-handed the organization's data driven approach was made every baffling Boone decision click for me. A great example is how Boone handles slumping players. A data-driven perspective might show that in the long run, a specific player is expected to rebound based on historical averages and underlying metrics. Even though this can be true, it doesn't look at immediate factors like fatigue, psychological struggles, or adjustments opponents have made that require timely, human intervention. The rigidity to “trust the process” means these nuances are ignored, and decisions that should be flexible become formulaic. All of these things require some level of situational awareness, as they have always been factors that play into the outcome of the games. The worst part about this philosophy is how it allows both Boone and Cashman to deflect blame. When decisions don’t lead to wins, they can be justified by pointing to the data that informed them. This shields Boone from criticism since he’s merely executing a plan based on data, and it insulates the front office by framing failures as outliers or the result of bad luck. This cycle of justifying losses with analytics and variance discourages the organization to look introspectively at what they are doing wrong. They never reach a point where they question whether the overarching strategy is flawed; instead, they simply tweak the process without re-examining its premise. If you look at how the Yankees lost Game 1 of the World Series, following it through as a series of "processes" and "lanes", it looks completely defensible on paper because the data says so/suggests as such. In actual reality it ignored literally all of the game context any manager who still had a feel for the game would have adapted to: Taking Cole out early. This was probably driven by pitch counts and matchup data. On paper, it sounds like the best move, but in doing so, it ignores literally all of the on-field stuff you see as a manager, like the flow of the game. You can see that Cole has momentum. You can see that he isn't tired and that he's locked in on the mound. He says he feels great. The Dodgers aren't hitting him as hard. By being so rigid with processes and not willing to adapt to what you see on the field, you disrupt all of the momentum Cole had all game, and your decision is going to put pressure on the bullpen to perform to get 9 high-leverage outs. Using Cortes, who did not pitch off a mound since September 18, again, driven by the data regarding his good numbers against lefties. It ended up giving the Dodgers the game. It ignored every real-time variable, like the long layoff, the fact that it was a high leverage situation, and the fact that Tim Hill was probably your most effective lefthander in the bullpen throughout the playoffs. Defensive alignments: They're all influenced by data and analytics that tell you where you should stand on the field based on batted ball data and the hitter's tendencies. If you rely solely on that data, you're not taking into account game momentum, or how a team is approaching their at-bats for that situation or for that specific game, or how likely a player's hitting tendencies might not align with aggregated data. Now you have players thinking too much on where they "should" be on the field and not using their situational awareness to respond naturally to a play as it unfolds. The worst part about all of this is that the Yankees would never consider the overall philosophy as systemically not effective. Teams that consistently contend for championships don’t abandon analytics but instead use them as part of a holistic strategy that considers the human side of the game. The Yankees’ unwillingness to adapt to real-time variables or acknowledge that their process might need a fundamental change is why we keep having early exits in the playoffs when we're able to contend. As long as Boone follows the process, his job is safe, and the organization won’t consider these failures as reflective of deeper issues within their strategic approach.
  4. This game is not available in the US. These are the only countries where the game is available:
  5. Defer to this thread to try and help you out -
  6. One thing to be mindful of is that Konami does create a really solid baseball simulation, it also tries to provide a solid representation of japanese baseball culture which can vary a lot from what we experience in the US, like the high school baseball programs and tournament. From what I've seen people play, I like the fact that the high school baseball mode features players on teams who will hit with aluminum bats and others will hit with wood bats, which is pretty cool.
  7. Yankees in 4. Full sweep.
  8. Short answer: No. Long/Modder's answer: I'm 100% aware this is a lengthy response but it's as informative as possible. This type of project is extremely challenging and isn't as simple as a lot of modders and members of the community believe it to be over the years. MLB 2K12 uses the last 3 years of schedules (2012, 2011 and 2010) in how it generates games and all of them on the stock version of MLB 2K12 have the Astros in the NL Central. What was done in the past that was a problem was that someone would modify the Schedule_Actual tab to the current MLB schedule with the Astros in the AL West, which gets used for Franchise/Career mode, but they would not touch the other tabs (Schedule_Old, _Older and _Cur) which were based on the 2010, 2011 and 2012 schedules. All of those have Houston in the NL Central, so their entire schedule is mainly NL opponents with interleague games. So, as I said previously, the game uses those three schedules to generate new schedules in the game for MyPlayer/Franchise to repopulate Schedule_Actual after your first season. Why they use 3 schedules is simple: Interleague games. With interleague games, each division has a pre-determined division from each of the other league's divisions that they play in rotating years. So, out of the 20 interleague baseball games that are played each year, 16 of them will be against a team from the other league from the same division, rotating divisions each year. See this example below. With that said, what happens after your first season is that when it needs to generate a new schedule, there's a conflict with the game logic where it's generating a team schedule for this non-existent NL Central team, so your game freezes/crashes. The fix, as far as my knowledge goes from the last 12 years, was to either import the MLB 2K13 schedule by manually importing the XBOX game's schedule tabs (since there is no PC version of MLB 2K13) or, since we are in the present day, grab the last three years worth of schedules and create those tabs entirely from scratch, which can be extremely time consuming given where you can source those schedules and the fact that some games get rescheduled from their original start date. It's been so long but I'm 100% sure the XBOX game schedules from MLB 2K13 can permanently fix the scheduling and you can just update Schedule_Actual in perpetuity forever, but I'm doubtful on whether or not the game logic was also adjusted for MLB 2K13 to acknowledge the league realignment. I will say that the biggest challenge with the schedules from what I've attempted on and off in recent years is that the real world MLB schedule is now a balanced one starting with 2023, but the last 3 years worth of MLB schedules dating back to 2021 are completely unbalanced (including the 2022 expanded playoffs format), so this can create some insane schedules or series of games not grounded in reality in the slightest. I've fed schedule data into ChatGPT in the past to see if it would figure out a way to spit out "balanced" versions of the 2022 and 2021 schedules for the Schedule_Old, _Oldest and _Cur tabs and it can't seem to do it, so I gave up.
  9. unfortunately no, they dropped the 1.1 patch a year or so later after 2K12 released and never fixed it
  10. It's a known bug and it was not fixed in the 1.1 patch
  11. There should be options in the game to turn down SFX and other sounds so you can probably record the audio the old fashioned way!
  12. I don't think we'd be able to crack this file. So many tools and utilities are considered lost media given the limited amount of tools from that time. There used to be a roster editor for those games by a guy named El Salsero who left the Triple Play "scene" a little after MVP Baseball 2003 was announced by EA as the next baseball title, for example. I'm just as much of a historian as Yankee4Life with the Triple Play era stuff
  13. Set the refresh rate to 60 if you have vsync enabled. I think the game doesn't play nice with high refresh rate displays
  14. There's additional properties to each slot that isn't accounted for in Vlad's editor, like Inside Edge data, hot/cold zones, etc but REDitor was never really developed further for MLB 2K12
  15. I mean the existing values can be tested, sure, but the dif values for the revamped pitches haven't been adjusted. After adjusting the Dif values, a roster maker would just need to re-calculate every pitcher's pitch rating in the game to accomodate the changes since it would change the weight of each rating and affect CPU behavior
  16. WacoKid and I spent some time working on these new pitch shapes. For these demos, my pitcher, Firstman Lastings, has his arsenal set to their maximum OVR so these are all considered "elite" pitches by the game. I've also adjusted the difficulty slider for Pitch Speed to 100 so you can see the movement in the game's concept of "real world speed". Circle Changeup - We adjusted the trajectory values so there's some fade and the DownImp values were adjusted so there's some downward force applied to the pitch, but not as drastic. Very Devin Williams-esque. Looks phenomenal. Changeup, with fastball followup. The changeup has less drop than the circle change, and the fastball was tweaked slightly to have some small arm-side deviation so it doesn't appear to be laser straight. The speed differences are absurd for someone who clocks their fastball at 104. Sinker with arm-side fade. Jordan Hicks style movement is possible! Two-Seam Fastball - Even though it can be often interchangeable with the Sinker these days in MLB, we wanted to give it some more lateral run like a traditional two-seamer but it's adjusted enough to break late. Looks good. I revamped the cut fastball and it looks absolutely devastating. Mariano Rivera would be proud. Lastly, we spent some time looking at developing a pitch that doesn't exist in the game, the Sweeper. The idea was to have its movement somewhere in between the curveballs in the game and the slider (which is what it is in real life), and I think we got there. While we can't add pitches, I wanted to experiment so I swapped out the values of the Eephus pitch with what a sweeper would look like. Ian Kinsler never stood a chance. Would love to hear some feedback!
  17. The Astros being visible in the AL West column is related to changes to your roster, not through the IFF you're looking to modify
  18. Interesting. I'll continue to tinker with this
  19. So about those Dif values for each pitch...: The DifVeloc, DifUnexp, and DifTraj values are used in combination to contribute to a 100-point scale that determines a pitch's overall rating in the game, and they correlate directly with a player's attributes for speed, movement, and control. The values act as weights for each attribute in calculating the pitch's effectiveness. In this system, the Dif values would effectively scale a pitcher's individual attributes against a league average to determine the pitch's overall rating. This would mean that adjustments to the Dif values need to be made with careful consideration of how they would affect the weighting of each attribute in the overall calculation. Let's take Clayton Kershaw's slider as an example: If his slider attributes are 86 speed, 99 movement, and 98 control, and we're using the DifVeloc, DifUnexp, and DifTraj values as weights, the calculation for the overall rating of a pitch, like the slider in this case, would be something like this: Pitch OVR = (Speed * DifVeloc) + (Movement * DifUnexp) + (Control * DifTraj) Those three values are meant to help the game calculate dominant pitches from individual players.
  20. I'll DM you with the revised pitch values for you guys to test
  21. Tinkering with this tonight, specifically tinkering with the properties of the default slider. I've set the difficulty sliders to 50 which is baseline (or the "Pro" difficulty setting) I chose the slider for two key reasons: If I'm trying to figure out if the wind settings play a factor with pitch movement, the lateral movement a slider has is clearly visible If I'm tinkering with trajectory and lateral movement, I can see that too. Here's the default behavior of the slider. Kershaw has the most elite slider in the game, so thats' who I used to test the pitch. Additionally, the location is static. Just a max-ed out slider down the middle. This guarantees I'm going to have the pitch land in the same spot every time. Here's the modified slider with all of the values adjusted on the right side of the screen. Looks like it's got more bite than the default pitch characteristics! Here's the more complete, final overhaul of the slider with every adjusted value on the side. Can't wait to see what a revamped fastball looks like in the game!
  22. the sweet sweet art of pitch physics my friend
  23. Pitches Tab: Took a while but I was able to understand what these values were that we were so stumped on for some time that weren't explained completely through Vlad's documentation for REDitor, like these values: DownImp1 DownImp2 Param4 DifVeloc DifUnexp DifTraj Since they're shorthand names for global pitch attributes/characteristics, this is kind of what I've been able to breakdown, and I may be wrong to an extent. I will note that sliders in the game can impact pitch characteristics and how the CPU behaves: DownImp1 and 2 might represent two different aspects of the downward impulse applied to the pitch. This could relate to how the pitch's speed or trajectory is affected by gravity or the pitcher's motion over two different phases of the pitch's flight (initial release from the hand vs arrival to home plate) HorizImp would suggests Horizontal Impulse, which would affect the pitch's movement left or right. This could be a measure of the pitch's ability to break or move horizontally, influenced by the spin and the angle of the pitch as released by the pitcher. For a curveball, sinker or a slider, a higher value might indicate a greater break. The default is 0 for these pitches. Param4 was the big one I was trying to figure out, but because it only has decimal values going from 0.5 to 0.8, it's probably a coefficient related to one of the pitch attributes, so I'm going to tinker with this a bit DifVeloc, DifUnexp, DifTraj (or as I call them, "The Dif's") are meant to simulate the dynamics of facing different pitch types from the perspective of the hitter/cpu and it's scaled from 0.0 to 1. I'll use the fastball in the game as a baseline: DifVeloc would represent how difficult a pitch is to hit because of the velocity variation (difference between MinSpeed and MaxSpeed). A value scaling up from 0.0 to 1 affects how hard it is for you or the CPU to time a fast pitch. So if a pitch has a 0 value, there's no additional challenge from velocity variation, but if a pitch has a 1 value it's extremely hard to get solid contact on a pitch. The pitch speed is predictable or doesn't significantly impact how you can time the pitch. A fastball has a default value of 0.5 for example, so it's still challenging to time but you're able to square it up. DifUnexp might represent how difficult a pitch is to hit due to unpredictability in when you or the CPU are sitting on one. A value scaling from 0.0 to 1 would affect how predictable the pitch is for you or the CPU to anticipate. So a value of 0.0 means the pitch is easy to read or anticipate in a certain count, but if a pitch has a 1 value it means it's extremely unpredictable, so either the pitch is not often used, it moves closely to another pitch until it's final approach to the plate or its movement can fool you. A fastball has a default value of 0.5, for example, so it might be used in certain counts or it's deceptive enough to make you or the CPU lookout for one. DifTraj might represent difficulty due to trajectory, so a value scaling from 0.0 to 1 means a pitch might be hard to hit based on how clear the pitch's path is to you or the CPU. So a pitch with a 0.0 value would mean it's a completely flat pitch or its movement is predictable for you or the CPU, but if a pitch has a value of 1, it means that the pitch's trajectory is challenging, either there's significant break, drop, or unexpected movement that you or the CPU need to adjust to. A fastball has a default value of 0, for example, so you would only need to worry more about timing and speed of the pitch. Let's use the baseline Dif values of a fastball (0.5, 0.5, 0) and compare that to two other pitches, a 2-seam fastball, and a Curveball. It's an example of a pitch that doesn't deviate much from the in-game fastball vs a pitch with completely different characteristics. Compared to the fastball, the 2-seam fastball's Dif values have a slightly higher variance from the fastball (0.4, 0.4, 0.2). What does that mean for you? This means that you or the CPU can anticipate and adjust to 2-seamers but the DifTraj being 0.2 means it's more challenging to hit it squarely. Which 2K attempted to have reflect real life, because two-seamers have different degrees (default is 260 for the game's 2FB) of armside fadeaway so they induce grounders, like sinkers. A Curveball in the game has Dif values of (0.05, 0.5 and 0.45). What does that mean for you? It means that it's not hard to time (DifVeloc) but it's speed is fairly consistent. It's got the same level of unpredictability as a fastball (a value of 0.5 means that it can surprise you in any count, and there's a 50/50 chance the CPU will take the pitch), but the high DifTraj value (0.45) means that it's much harder for you or the CPU to hit because of the big break (default is 150 for the curveball).
  24. I was researching how to accurately build out a physics system within Unity for a baseball sim, and it led me to look into MLB2K12 regarding specific attributes from that Pitches tab on REDitor
  25. wake up gang, there's work to do thanks to chatgpt
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